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Snowhill released
Posted: Fri Jun 17, 2005 11:34 am
by wacko
Ok. I finally can't stand editing that map anymore, so here ya go.
Snowhill, DM for Allied Assault
(sorry for the inconvenience of using Fileplanet, but last time I got some trouble with my ISP

)
The map file u can get at the reyclingbin, btw.
Thanks for all the help, bug reports and constructive criticism

Posted: Fri Jun 17, 2005 12:47 pm
by Elgan
nm hehe
donwloading!
wee
Posted: Fri Jun 17, 2005 2:02 pm
by k47a
Congrats!!
Btw: Does anyone here know where I can play that map online?
Posted: Fri Jun 17, 2005 5:25 pm
by panTera
Wacko & Hanswurst, thank you for the map. It sure is a keeper!
Showdown-time

Posted: Sat Jun 18, 2005 9:12 pm
by ViPER
Very nice, I like the swinging door!! the tumblweed! and the caves
Posted: Sun Jun 19, 2005 1:12 am
by ElitE3D
ah crap sorry wacko i never got the stuff some to be honest the animation was too hard

. i feel i let u done abit but there guns are ingame at least. if u still want erm il see if i can find someone to help withe the anims.
Posted: Sun Jun 19, 2005 9:02 am
by wacko

thanks to all (IvaN, panTera, Viper) for the kind words!
ElitE3D wrote:ah crap sorry wacko i never got the stuff some to be honest the animation was too hard

. i feel i let u done abit but there guns are ingame at least. if u still want erm il see if i can find someone to help withe the anims.

Yea, that's what I thought, those anims seemed to be the most difficult part.
Well, this map surely won't become that important because it is by far worse than those well-known "standard custom maps" are. And the weapons won't change much in this... So, comparing the trouble and work to the result, this might be a wasteful of effort

On the other hand, ur models already are very pretty and even finished... Of course, I'd be glad to have them... mmm... maybe d/l the map and decide urself whether it's worth the trouble. Errr, and I still couldn't succeed in creating satisfying wildwest playermodels, so that would have to be done as well if you did finish the weapons... They'd have to go together, I think

Posted: Sun Jun 19, 2005 10:55 am
by Mj
I cannot d/l it at school, alas
Have to wait till later

Posted: Sun Jun 19, 2005 8:54 pm
by Kalti
Outstanding work on the map guys
Thanks !
Posted: Sun Jun 19, 2005 9:44 pm
by Mj
Wow, you really are the king of structure! I love it
Shame about the farplane though, i don't think you really needed that much..

Posted: Sun Jun 19, 2005 9:52 pm
by wacko
Hey, thanks again, I'm beginning to love this thread
Mj wrote:Shame about the farplane though, i don't think you really needed that much..

Even with this farplane, I get fps lower than I want to... But give it a try yourself: U can edit the scr and change the farplane to something higher (no farplane would give u a HOM effect, of course, but u could set it to maybe 5000) or even get the map file at the recyclingbin and do whatever u like
On the other hand, hey, it's sandy, wind is blowing. I think, it is acceptable. And with a higer farplane value, u'd probably have permanent sniper duells between church bell tower and the water tank, which is avoided now

Posted: Mon Jun 20, 2005 2:11 am
by lizardkid
just hit this in consle
pushmenu leveldesign
you get farplane and a bunch of degbug tools.
Posted: Mon Jun 20, 2005 8:57 am
by wacko
lizardkid wrote:just hit this in consle
pushmenu leveldesign
you get farplane and a bunch of degbug tools.
after having played around with this, I'd say that it is useful indeed, but for having a real impression of the map with a different farplane, I prefer my way

Or, is there a way to be able to fly or just walk around with changed parameters?
Posted: Mon Jun 20, 2005 6:36 pm
by lizardkid
To change walky/running/gravity do
sv_gravity------ default 800
sv_walkspeed-- default 150
sv_runspeed--- default 300 (?)
as for flying just spec or bind buttons to gravity and mess around with jumping/gravitying at the right times.
Posted: Mon Jun 20, 2005 6:52 pm
by wacko
lizardkid wrote:To change walky/running/gravity do
sv_gravity------ default 800
sv_walkspeed-- default 150
sv_runspeed--- default 300 (?)
as for flying just spec or bind buttons to gravity and mess around with jumping/gravitying at the right times.
nice, but errr i rather wanted to know how I could walk while the pushmenu (and it's settings) is active
